Remove the damage/defense multiplier w/level difference

Slubber Profile Options #41

0

0
Neutral
Zdravko Lvl.60
Mount Tyrannas (PVP)
Aman Warrior
I have to disagree, the system in place for PvE is great, it allows for a challenge to be there when fighting BAMs a level or two higher, a challenge you could not get if these limitations were removed. It also makes them easier as you out level them, which should be expected because you proved your dominance over it. In removing these limitations you are essentially making PvE easier to be honest and less rewarding, as most places I went the monsters were higher levels than myself and posed quite the challenge. If the system was not in place grinding them would also be trivial, at 23, fighting a 21 BAM would take just as long as at 21 but not reward me as much. See why this system works?

Player level : Basilisk difficulty
15 : Almost impossible
16 : Almost impossible
17 : Almost impossible
18 : Difficult but doable
19 : Definitely doable
20 : Intended level and challenge
21 : Easier than 20, allows for many more mistakes
22 : Far easier
23 : Trivially easy: attacks hit for far less than they did at 20 and the basilisk takes FAR more damage


becomes...


Player level : Basilisk difficulty
15 : Doable
16 : Doable
17 : Definitely Doable
18 : Definitely Doable
19 : Definitely Doable
20 : Intended level and challenge
21 : Easier than 20, allows for one/two more mistakes
22 : Bit easier.
23 : A little easier.



However, this was a system made for PvE and a good one at that, but for PvP it does not belong. Remove it entirely.
Edited by: Slubber about 1 year ago
vertis Profile Options #42

0

I think the current system in place is fair. If I spend 24 hrs/day playing the game, I should be able to reap the fruits of my hard labor and easily kill those beneath me who don't play as much.
Edited by: vertis about 1 year ago
GarlicSensei Profile Options #43

0

^
Destian Profile Options #44

0

ImperialPanda on 03/26/2012, 12:15 AM - view
You would literally have to rebalance almost everything in the game to make levels less of a factor.


1. How much rebalancing would need to happen when a naked level 25 with a level 1 sword can still destroy a geared 20 with ease? Just remove the multiplier and be done with it.

2. Even if it took months, it would be time well spent.

This is going to be THE biggest complaint seen in the game come launch, and it's a valid one.

spookyelectric on 03/26/2012, 12:58 AM
The added endurance and wep power acquired through leveling only exacerbates the problem. However the problem is greatly centered around the def, atk, and crit adjust that occurs based on level difference.


As he said, it's easy to test for yourself and see that levels are granting a ridiculously unnatural advantage.

In most MMOs, a 5 level difference can be overcome (and that's with tab targeting factored in). A 5 level difference in Tera? Forget it.

ermorden on 03/26/2012, 02:46 AM
Every one of us who started in CBT1 would have a level 60 character right now. The ease of leveling confounds this argument.


Thing is, this will ALWAYS be a tremendous issue for EVERY player who attempts to level an alt on a PvP server and it will ALWAYS be an issue for every group of friends/guildies who tries to group up and has one player 3 levels above the content.

Slubber on 03/26/2012, 02:55 AM
However, this was a system made for PvE and a good one at that, but for PvP it does not belong. Remove it entirely.


Then keep the lower level multiplier but remove the higher end, making it so the BAM doesn't do pitiful damage to players after that and ensuring that a group of players who need to kill that BAM aren't gimping it by inviting a player 2-3 levels above it to the party.

Keep the content challenging for more than just 1-2 levels.
Destian Profile Options #45

0

vertis on 03/26/2012, 04:44 AM - view
I think the current system in place is fair. If I spend 24 hrs/day playing the game, I should be able to reap the fruits of my hard labor and easily kill those beneath me who don't play as much.


Except that 2-3 levels in difference is barely noticeable in the grand scheme of how much time it takes, yet it's a ridiculously colossal advantage in PvP.
AlexSkylark Profile Options #46

0

so THAT'S why I was talking 1.5~2k dmg a pop from the golem in SB when I first went there at lvl 20, and when I came back there at lvl 23, I was taking like 300, 400 dmg with each blow.

LAME.
I agree COMPLETELY with this post.
I endorse it to the max!
Someone give this man a MEDAL, please!
LISTEN TO WHAT HE HAS TO SAY
Destian Profile Options #47

0

AlexSkylark on 03/26/2012, 08:56 AM - view
so THAT'S why I was talking 1.5~2k dmg a pop from the golem in SB when I first went there at lvl 20, and when I came back there at lvl 23, I was taking like 300, 400 dmg with each blow.


Yep. Goes from fun and challenging to ABSOLUTELY TRIVIAL in 3 levels. :(
AlexSkylark Profile Options #48

0

Yes... BTW, I had that experience as a lancer. The second time I went to the dungeon it felt really trivial, like I didn't even feel I should worry much about blocking. The first time it was REALLY challenging, as I was trying to balance being defensive and offensive because of my MP pool.


I thought this had to do with the fact I got a blue Hauberk from my first run, but it now seems like it isn't so much... what a bummer =(
Edited by: AlexSkylark about 1 year ago
GenName Profile Options #49

0

This topic has been brought up time and again, and the only ones in favor of it seem to be those that don't want a challenge from content or PvP (lumbertown anyone?). I would fully support this, and would not mind if we didn't see a change for several months or longer, just so long as it was coming.

For a game that boasts itself on action combat, what good does it matter if one can level a few more times, come back and just decimate whatever was in the way because they damage it more and take far less damage to the point it can become trivial?

CB2: Ran Bastion of Lok on my lancer at level 20 once I had the quests. Pulling even half, or sometimes quarter, rooms was dangerous and took a lot of caution and skill. Waiting for my team to kill the mobs (team was composed of 20's and 21's) also took effort. I'd take substantial damage, and deal adequate as well, and this was at the level designed for it.

CB4: Ran Bastion of Lok as a level 24 berserker with everyone else in the group being level 22. The lancer had absolutely no troubles pulling full rooms using just typical quest gear (no blues) and took barely any damage. I easily dished out probably 2/3 of the damage inflicted per pull, even though there was a sorcerer there as well, just 2 levels below me. Whenever I managed to pull any aggro, I'd take less damage than my 20 lancer did two tests ago, as a non tanking class...

I understand gear and level should factor in at least somewhat, but the way TERA handles it is laughable at best. For people coming to this game for serious PvP, they have to wait until they're at cap with everything fully enchanted for an even playing field. For PvE players, they can easily out-level content, come back and clear with ease, until the only things left are the last few hard mode dungeons. So the game all comes down to being challenging on the very last level as it stands, everything else can just be out-leveled to make it easier.
BlindSide Profile Options #50

0

Was literally gonna make a topic about this...
Last night pvping.... 5 of us were doing rounds hoping to get a group fight going.

5 v 1 (22-30 lvls) ran across 1 36... couldnt do any damage and she hit us for like 5k.... Was completely absurd that lvls could do that.

i will bump this topic all night